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Tarrant le Sorcier

PostPosted: Fri Nov 04, 2011 8:00 pm


Fragments of Memory Audition

It was known simply as 'The Curator'. . .
...a being of unknown origin which resided in a distant section of time and space. Its only driving force was the acquisition of as much knowledge as it could collect. Over eons of existence, The Curator learned countless things, basking in the wisdom it obtained and relishing the secrets it gleamed. Eventually, it became aware of a point in the distant future, in some far-off world, when it would meet its end at the hands of a being vastly stonger and wiser than itself. Unable to believe the event it saw, it propelled itself forcefully through the channels between realms, searching for some method to avoid what it forsaw. After much deliberation, it found a way of preserving itself within another creature, settling on a dark entity whose strength was comparable to many beings considered Deities or Powers-That-Be. However, within its host's exceptionally powerful mind, The Curator could not continue its quest for infinite knowledge, save when he slept. So, as the deific being dreamed of realms far from his own, The Curator spent the time controlling his physical form, searching for a way to continue its work. The answer came in the form of the collective information and knowledge The Curator had amassed thus far - through several ritualistic sessions of complex Chymistry and Sorcery (which The Curator came to call The Rite of Division), it could remove from its host the pieces of him that kept him in control of his own body. With these pieces removed, The Curator would be permitted full access to its host's form.

These are The Pieces Three, and this is their story...




I am The Second, alone in a faceless crowd. A human caught in monochrome dreams, I scream to wake up now. My voice drowns deep underground - only the dead can hear me...see me.


Name: Zaphkiel, The Second
Age: Came into being outside of time, has 'existed' within time for 37 years
Gender: Male
Race: Nobody
Alignment: Neutral
Homeworld: Spawned in The Far Realm, spent most of his 'existence' in Wonderland

Appearance: Zaphkiel
Height: 5'11
Weight: 154 lbs.
Body Type: Lean
Skin Type: Tan
Eyes: Green
Hair: Auburn
Other:

Clothing: Loose, flowing clothes arranged with blues, reds and light browns, as well as trace amounts of silver.
Items:
  • Gloves of the Duelist - Acquired from a fallen adversary, these gloves establish a metaphysical link between the wearer and the melee weapons they carry. While linked, the weight of these weapons are dramatically reduced, allowing for faster and more dynamic use.
  • Edged Scabbard - A unique sheath for Zaphkiel's Falchion that keeps the blade razor sharp.
  • Enigmatic Journal Entry - Zaphkiel found this collection of papers on his person after first coming into being. While they possess no special properties on their own, their contents speak of a most complex sorcery, as well as the origins of Zaphkiel himself. The Nobody has kept these pages with the thought that he may one day discover more of the same.

Weapons:
  • Longsword - Zaphkiel's primary weapon. The blade itself possesses no supernatural abilities; however, it is composed of a rare ore known as Tok'l. Tok'l metal is highly psycho-reactive, and this property allows Zaphkiel to transfer his psionic abilities into the sword.
  • Falchion - A heavy blade that Zaphkiel typically keeps in its scabbard. He uses it mainly when he enters his Dream State, taking advantage of its keen edge when he doesn't have to worry about its poor reach.

Armor: A light suit of firm scale mail beneath his clothes.

Ability Slots:
  • Novice Alabaster Psionics - Creates a projection of silvery-white energy, used for momentary shielding and deflection of oncoming attacks.
  • Novice Anathemic Psionics - Conjurs a scarlet orb which hovers slowly through the air until it comes into contact with another solid object, which causes it to detonate fiercely.
  • Novice Iridescent Psionics - Produces a prismatic stream of energy, capable of absorbing other forms of energy that collide with it to fuel its attack power.
  • Dream State - By tapping into the second consciousness that lives within his mind, Zaphkiel can place himself into a unique state of autohypnosis. In this state, the fragments of the alien mind that he possesses maintain the actions he was taking beforehand while shutting his own mind out of the actions, placing him on a sort of 'auto-pilot'. In this state, Zaphkiel becomes immune to fatigue and pain, capable of taking even critical strikes and performing strenuous actions with minimal interference. However, it also takes the full use of his mental focus, preventing him from using any of his other psionic abilities while in the Dream State. He can be jarred free of this state if a significant amount of damage is dealt to him at once.
  • Passive Ability Armored Mind - The shards of The Courier's mind that exist within Zaphkiel keep his willpower incredibly fortified, making him immune to the vast majority of spells or powers that attempt to weaken or dominate the mind. However, he is far more succeptible to powers that cause sleep or similar effects.

Strengths: Potent mental power and fortitude | Moderate melee combat skills | Can shrug off certain amounts of damage
Weaknesses: Overall neutrality prevents him from taking action in a fight unless he's directly involved or at risk | Often loses motivation during combat or tough situation and simply walks away | Subject to spontaneous narcoleptic episodes

Personality: Zaphkiel is, as Nobodies tend to be, a being whose existence is a vague definition, at best. He feels very little for those around him, regardless of what kind of state they're in. He does, however, seem to have this primal driving idea that he could become capable of being more human if his existence were more fully defined. To this end, he has been known to sympathize with those who may be able to help him 'evolve', as it were. Beyond this compelling force, though, he tends to pay almost no attention to those of either good or evil alignment, claiming that both sides of the spectrum only serve to annoy him. In addition, due to the remnants of The Curator within his mind, he also possesses an innate thirst for wisdom and understanding.
Likes: Information, those he deems useful, a cup of tea, a nice nap
Dislikes: Those who are either extremely good or extremely evil, those who find it necessary to impede his efforts
Greatest Fear: To come to the end of his 'existence' without learning if he can progress beyond what he is.

Family: The First and Third Pieces, though he's done his best to avoid them and their crazy schemes.
Acquaintances: Hatter, March Hare and Dormouse

History: When The Curator performed the Rite of Division, Zaphkiel was the second of the Pieces Three to be removed from its host. From what can be discerned from the Enigmatic Journal Entry that Zaphkiel possesses, this second part of the ritual involved carefully stripping the host of his physical form, leaving only his collective Divine energy to keep his consciousness in tact. Once The Curator removed this physical body, it can be reasoned that the latent energy from the host was powerful enough within his former shell that a Nobody would inevitably rise from it. Zaphkiel was only kept in The Far Realm for a short time for observational study before being hurled through time and space by The Curator. Zaphkiel's earliest memories of existing within what he calls "this Branch" involved him dwelling in a world with a diverse and nonsensical landscape, where he spent much of his time taking tea with a rather lackadaisical bunch around a table far too large for just the four of them. Due to the many years he spent in such a mad land, it makes a degree of sense that his view on things became somewhat skewed.
What Zaphkiel didn't know - and what The Curator had failed to notice until much later - was that the removal of the host's body also carried with it the removal of his willpower, part of which was also The Curator's. As such, Zaphkiel eventually came to find that he possessed remarkable powers of the mind, though he was hardly ambitious enough to try and expand upon these abilities. In fact, even after making this discovery, it was still a decade of half-raving suggestions from his three mad friends later before the Nobody finally got up from the table and sought out a way to better himself. He has been travelling almost accidentally from world to world ever since, stumbling through the corridors between worlds. Even this many years later, he still has yet to find anything concrete in his search for something that can help him learn more about what he is and what he can become. In spite of this, he still rides forward on the memories of his friend's words of motivation, sure that he'll be able to return to them a vastly superior being.

PostPosted: Fri Nov 04, 2011 9:20 pm


Looks fine to me :333. I'm thinking of Zaphkiel as a Nobody born in a different way; he has a Body and a Soul (from the host), but no Heart. He never really had a Heart to begin with. Did I get that right?

Since his 'magic' is all psionically focused, it'd be limited by his mental durability rather than his mana reserves (another assuption I'm making, I hope it's right?). So as long as you don't cross the line and make him a Kenyan on Powerthirst (an exaggeration), then go ahead and post this baby in the profile thread ^U^.

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Tarrant le Sorcier

PostPosted: Fri Nov 04, 2011 9:28 pm


Aye, pretty much right on the ball. Didn't become a Nobody through traditional means, but is one by definition. Perhaps there are varying species of Nobody...probably merits further research...

But anyway, awesome. And no worries, I'll make sure he won't be invoking psionic abilities as fast as KENYANS! Wouldn't want him to get deported back to KENYAAAAAAAA.
PostPosted: Fri Nov 04, 2011 9:58 pm


*Snaaaaaaake eyeeeesss*

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PostPosted: Sat Dec 17, 2011 12:20 am


FoM Character App

I plead insanity >.>

Quote:
User Image - Blocked by "Display Image" Settings. Click to show.Name: Elaine Burgess
Age: 15
Gender: Female
Race: Human
Alignment: Neutral
Homeworld: Radiant Garden

Appearance:
Height: 5’9”
Weight: 142lbs
Body Type: Healthy stick Lanky
Skin Type: Pale, smooth
Eyes: Green
Hair: Pulled up in a high tail, thin, wispy bangs, platinum blonde in color
Other: Her fingertips are stained from some of the herbs she uses, especially under her nails.

Clothing: White halter-style top with a high neck, khaki-colored bermuda shorts with several pockets, medicine bag slung over left hip, white calf-high stockings, and brown hiking boots. Topped off with a brown traveling cloak. See avatar for more minor details that may or may not be included in the final design. (really, Bobbi? Suspenders?) >.>
Items:
  • Medicine bag - contains several healing herbs and medicines, a small mortar and pestle for grinding the herbs, gauze for bandages, and ointments for various ills. All are contained in tiny, tightly-sealed containers.
  • Treasure bag - a small pouch hung about Elaine’s neck, it contains various crystals and gemstones, as well as a few trinkets she keeps for purely sentimental value, such as a tiny, carved wooden horse her little brother made for her as a good luck charm.

Weapon(s):
    None, but she does keep a small knife on hand in case it’s needed.
    Armor: None

    Ability Slots:
    • Cure - a small spell that can heal minor wounds, but won’t do much for anything more severe than a deep cut. Gut-stabs and anything that’s gushing is out of the question.
    • Raise - will revive someone unconscious, but doesn’t do much for healing
    • Esuna - will cure one single target of physical ailments
    • Protect - erects a magical shield around one target that deflects physical blows for a short period of time
    • Shell - erects a magical shield around one target that deflects magical blows for a short period of time

    Strengths: Healing | speed | agility | reflexes (she can dodge! 8D)
    Weaknesses: Weak-willed | indecisive | poor physical strength | no magical defenses to speak of

    Personality: Elaine is a meek, shy, and incredibly diffident young girl. She has a very difficult time asserting herself except when it comes to her medicines, and often has to be goaded into making any kind of decision for herself. She cares deeply for others, and will often overlook the faults of anyone she comes across. Easily manipulated and quite submissive, she is extremely easy for anyone to take advantage of.
    Likes: People | plants | tea | sunshine | birds | listening to the wind | gardening
    Dislikes: Bugs | snakes | yelling | senseless destruction | seeing people hurt
    Greatest Fear: Death, either her own or of the people around her

    Family:
    • Mother - Marlene
    • Father - Pierre
    • Little brother - Johann

    Acquaintances: None yet, just wait ;D

    History: Elaine grew up in a small home in Radiant Gardens. Her father was a carpenter, her mother a seamstress, and both made enough money for a modest, yet comfortable living. Elaine and her brother never went hungry, and Mother was usually home to school them and keep the two (relatively) out of trouble. More often than not, Johann was dragging Elaine off to some “grand adventure.” Usually those grand adventures involved climbing things and exploring areas of the Gardens that are roped off to the general public because of unsafe conditions. Johann was an extremely lucky child, and Elaine was so cautious she rarely got hurt. The worst injuries the two of them suffered were scraped knees and a few bruises.

    One day, Johann grew ill, and Mother and Father couldn’t afford to pay for anyone to check up on him and see what was wrong. Elaine studied his symptoms for a bit, and eventually begged enough money off of her parents to visit a local apothecary. There, she bought several herbs and other ingredients to make salves and medicines, and began experimenting. Within two days she had a medicine made up for Johann, and he was showing remarkable improvement. Immediately afterwards, Mother and Father assigned Elaine as an apprentice to a local sect of healer-priests. There, Elaine showed an aptitude for healing, and quickly blossomed under her teachers’ guidance.

    She one day stumbled across a book detailing a new kind of healing--new to her, anyway. This healing didn’t involve the herbs, tinctures, salves, ointments, and poultices of the trade she was learning. Rather, it detailed using the energies found in crystals to influence healing in a person. From what little she read, this form of healing could cure not only physical ailments, but also a few minor mental ailments as well! Her teachers noticed her interest in the crystal healing, and taught her everything they knew. Sadly, there wasn’t much information they had, since this sect dealt with more traditional remedies. They also knew of no one who actually practiced such healing, and couldn’t apprentice her to them, either. Their recommendation was for Elaine to travel the worlds and learn what she could. Elaine was terrified of leaving her home, but at the urging of her teachers, parents, and the little brother who adored her, she eventually set off on her own.

    That was two years ago, and while Elaine has learned much in her time traveling, she's realized she has so much more to learn. She came to Olympus in the hopes of finding a temporary job, perhaps as a healer during the Games, as the munny she'd had when she set out had dried up.
PostPosted: Sat Dec 17, 2011 5:53 pm


Approved. biggrin

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PostPosted: Wed Jan 04, 2012 7:42 pm


Kingdom Academy Character App
Name: Zikomo
Galiant: Morph
Age: 18
Gender: Female
Class: Student - Fifth year

Appearance
Height: 5’ 6”
Weight: 130
Hair: Silver, very long and wavy
Eyes: Pale blue
Skin: Pale
Build/Body Type: Athletic

Personality: Zikomo is a very kind hearted person and treats those around her with the respect they deserve. Around those who know her more intimately she can be very fun loving and goofy socially, but academically she is highly competitive. She strives for the highest marks, aspiring to be the best of the best at school and on the front line. Defeat by a more skilled or intelligent opponent does not make her despair however, it makes her work harder, even to the point of obsession. As a training assassin she tries to not get her heart in the way of certain matters, but with her good nature she can feel a lot of guilt, even if she never lets on to how she feels.
Likes: Competitive games | Studying | Training
Dislikes: Losing | Getting dirty
Fears: Complete failure

Weapon: Sai
Abilities:
  • High jump
  • Double jump
  • Dodge roll
  • Scale - Zikomo can scale the side of two story buildings without equipment
  • High scale - Zikomo can scale the side of five story buildings without equipment
  • Stealth - Zikomo can evade attention by maneuvering with great flexibility in crawlspaces and holding herself up on high ledges.
  • Morph - Zikomo can shapeshift, an ability given to her by her Galiant, Morph

Spells:
  • Morph a friend - Zikomo can change the shape of any strictly willing ally
  • Mirror image - Zikomo can create a non-tangible “clone” of herself that can act as a decoy, distraction, or means of escape.
  • Shadow caster - Zikomo can darken and elongate shadows
  • Shadow cover - When in shadows Zikomo can use them to conceal the presence and sound of herself and any ally with her
  • Teleport series 1 - Zikomo can teleport herself and others up to 10 feet away
  • Teleport series 2 - Zikomo can teleport herself and others up to 50 feet away
  • Teleport series 3 - Zikomo can teleport herself and others up to 250 feet away

Strengths: Stealth | Flexibility | Agility | Under cover operations
Weaknesses: Emotional investment | Perfectionism | Ignoring the chain of command

Stats
  • Attack: 20
  • Defense: 18
  • Magic Attack: 16
  • Magic Defense: 16
  • Speed/Agility: 20


Bio: Zikomo was born and raised in Narnia. Her parents were members of the Royal Guard and she grew up watching them training and escorting Narnian royalty, dreaming of the day when she could do the same. When she was 11 her parents volunteered to join the troop being sent to the warfront by the King. For six agonizing months she waited for their return. Finally they did, but not in the way she had anticipated. Nearly half of the troop came back in coffins, her mother being one of them. Of those who came back alive only a fourth were uninjured. Losing her mother was devastating, and her father’s injuries were too serious for her father to ever be able to work on the guard again. It wasn’t long after that when she met Morph, her Galiant. His friendship and companionship comforted her when she needed it most, and furthermore his nature opened up a new avenue of abilities and prospect class for her. Once she started attending the Academy she started honing her stealth skills, and on her summers off she worked for and learned from the more secret (and less used) companies of the Royal Guard. Wanting to make her parents proud and make a difference on the frontline fueled her study habits, training, and perfectionism.
PostPosted: Wed Jan 04, 2012 7:52 pm


AHMAHGAHD THE FIRST PROFILE~

You're good to go, feel free to post in the profile thread whenever you're ready. n_n

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LevDa

PostPosted: Fri Jan 06, 2012 7:47 pm


Kingdom Academy Character App
Name: Rebecca
Galiant: Iago
Age: 15
Gender: Female
Class: Second Year

Appearance
Height: 5'2"
Weight: 110
Hair: Auburn
Eyes: Dark blue
Skin: Pale
Build/Body Type: Slim with a little bit of muscle

Personality: Rebecca is very reserved on the surface when first meeting her. If you manage to get past her barrier then she can be a really loyal friend that can give out helpful information. She is naturally a very kind person that will try to steer you in the right direction.
Likes: Books, Learning, Art, and the Sky
Dislikes: people who try to prove her wrong, loud noises, and Swimming
Fears: Not making friends

Weapon: War Machete
Abilities:

  • Glide - "Glide allows you to ride the wind and travel over distances in the air. It can be used as a faster mode of transportation than running, or as an evasion technique." - Kingdom Hearts Wiki
  • Bluff - allows you to distract or confuse an opponent long enough to either get an attack in, or begin running away
  • High Jump - allows you to jump slightly higher than you would jump normally
  • Scan - Allows you to be able to look at an opponent to see what element it is, the weaknesses whether it be a spot on their body or element, and the health of the opponent

Spells:

  • Fire - basic fire spell
  • Fira - slightly more advanced version of Fire
  • Aero - basic air spell
  • Esuna - cures basic status ailments

Strengths: Nimble| Studious| Working in a Group
Weaknesses: Defense | Studious | Emotional Investment

Stats

  • Attack: 13
  • Defense: 10
  • Magic Attack: 12
  • Magic Defense: 11
  • Speed/Agility:14


Bio: Rebecca was born into the upper class life in Agrabah. She was treated with the life of luxury until one day she was walking through Agrabah and the Forty Thieves attacked and raided Agrabah. In the midst of the chaos Rebecca came face to face with some of the men. It was at this point she was kidnapped , along with the treasure and other kids, back to the hideout of the Thieves. It was there that she met Iago before being trapped and locked away inside of the hideout for a year. During this year she became close to Iago and learned some of his tricks.

After that year she woke up one day she and the rest of the kids were all taken out of their cages and were going to be sold off to slavery. Some of the thieves had decided to get a little rough with some of the kids and even beat up Rebecca to put her in her place. When Rebecca hit the ground a ray of light suddenly appeared in her right hand and a war machete took form. With her new weapon Rebecca stood up and faced off with the thieves and defeated most of them.

She then discovered while escaping that Iago did not want to be a thief anymore and they both ran to Kingdom Academy after making sure the kids got back home to their families. For her first year she discovered her love of the library along with her love of books but was shy because of the experience that she went through with her past. She now dreams of discovering more knowledge and also making friends along the way.
PostPosted: Fri Jan 06, 2012 8:10 pm


FoM Character Application

Name: Cormac Ashhart
Age: 20
Gender: Male
Race: Hume'vri (Half Human, Half Ultevri)
Alignment: Good
Homeworld: Tsuvryen [Frozen]

Appearance:
Height: 6'2
Weight: 180 lbs.
Body Type: Lean
Skin Type: Fair
Eyes: Deep Brown
Hair: Chestnut Brown, Short-Medium; just long enough to start getting wavy but not long enough to get in his eyes.
Other: There is a pentagram on the back of his right hand, though only one point of the star is colored in (a sort of ashy purple); the faded lines of a circle encompass the star, touching all the points, but is only really visible by the filled point.

Clothing:
  • A small, purple tunic, buttoned down the middle with a thin hood (usually left down), its bottom hem going just over his waist; a small, Pentacle-shaped clasp holds the shirt together at the collar.
  • A black leather belt, with a silver Pentacle belt buckle that's off-center (a little to the right) and a couple small, black pouches on his right side, attached to the belt.
  • A black leather strap, originating from the back-right side of the belt, wrapping over the left shoulder, and connecting to the off-center belt buckle, with a metal ring just over where his heart should be on the front and back; connected to the metal rings are two more leather straps, connected to a black leather, lightly armored shoulder pad, keeping it tightly in place over his right shoulder.
  • From his elbow down, he has cloth straps tightly wrapped around his arm, leaving only his fingers free; he wears fingerless black-leather gloves over the wrappings, with thin plates of metal over the back of the hand; on the right glove's plate, a Pentacle is engraved.
  • Snug leather pants, with belted leather steel-toe boots that go up to just below his knee.


Items:
  • 3x 'Paltry' Essence Stones - Small gems that can naturally hold predetermined amounts of mana. It takes no special ability to charge or drain a stone, allowing them to be used as mana reserves. If used by an Enchanter, the MP becomes a binding agent between a magical effect and an inanimate object. The strength and duration of the enchantment is determined by the stone and spell used. Paltry Stones are capable of holding just enough mana for a few low-level spells.They are kept in a pouch on his belt.
  • Enchanter's Journal - A small, sturdy journal in which Cormac copies down the meanings of magical symbols and runes he's discovered along his journey. Once he becomes proficient enough in his Enchanting, he will be able to put the runes to use in various enchantments instead of being forced to use actively-cast spells. As of now, the book is empty.

Weapon(s):
  • Syrena's Gift - An empty rapier sheath with an encrusted Essence Stone, enchanted so that when the wearer reaches for it, a Spectral Rapier forms to be used. The Spectral Rapier acts as any ordinary steel rapier, except that it costs mana to maintain its form. The sheath's enchantment can hold 5 charges; one charge lasts 5 posts. When neither mana or a charge can be spent, the rapier vanishes. Because it is not something he actively has to cast, he can put his full concentration into another spell while using it.

Armor:

Ability Slots:
  • Evoke Specter {2} - Manifests a non-elemental spirit. Only 1 can be out at any time. The Specter throws non-elemental blasts of energy at targets and hovers around like a semi-sentient ally. The Specter will last 4 turns or until it takes 3 average-strength attacks, and uses medium-level magic (-Ra level). If combined with another spell at the time of casting, the Specter changes to suit the combination.
  • Static {1} - Stream of Thunder-level magic. Does slightly less damage than an average Thunder spell, but also does some MP damage to the target. Can cast in both hands, but as of now, doing so against the same target proves negligible, and doing so against two targets counts as half-concentration.
  • Aura Vita {1} - Cormac can cast Cure on a nearby ally, but not himself. Can include two allies, but heals half as fast.
  • Fledgling's Enchanting {1} - Using the specialized mana of Essence Stones, Cormac can enchant an inanimate object with a single magical effect (be it his own or someone else's), so long as it doesn't already have one. Right now, he can only Enchant using Paltry Stones and actively-cast low-level spells.

  • Hume'vri Blood [Racial Passive] - Hume'vri have a naturally high aptitude for magic and art. Due to this natural attunement, they can figure out how a spell or magical effect works very quickly (though that does not mean they can use it). They also take somewhat less damage from magic. Consequently, Hume'vri have a natural disadvantage in the form of raw strength; to reach the same level of raw strength as a human (not necessarily stamina), a Hume'vri must exercise twice as much. It's not impossible to be a Hume'vri warrior, it's just not generally worth the effort.
  • Pentacle's Birthright [World Passive] - On Tsuvryen, everyone is born with an inherent magical specialty, an inherent magical deficiency, and the ability to form special pacts with those of other specialties. Cormac's magical specialty is Evocation, the magic of divination and manifesting spiritual energies from the Spectral Plane, and his magical deficiency is Neuromagicka, the magic of illusions and mind-targeting effects. He learns Evocation spells and their upgrades at an accelerated pace, but learns Neuromagicka incredibly slow. Charging Evocation spells leaves no toll on him, letting him fully concentrate on other spells, but he is twice as likely to fall prey to illusions and mental spells. Should others join his Pentacle, spells they cast on each other cost half as much.

Strengths: Spiritual Magic (Evocation) | Magic in general | Agile | Great Teamwork | Good with One-handed Weapons | Has some experience with a bow
Weaknesses: Illusions and Mind-game Spells (Neuromagicka) | Physically Weak | Not so great solo | Low Endurance | Clumsy with any melee weapon heavier than a one-handed blade

Personality: Cormac is generally a fun-loving, curious young mage. He is very out-going and gets along well with others, with an all-encompassing sense of humor combined with generally good reception to the feelings of others around him. He considers himself 'empathic', though not in the mystical sense of the word; merely that he can usually tell how others are feeling.

Due to his Hume'vri blood and upbringing, he is also naturally a bit theatrical and has a good amount of charisma; not so much that he is overbearing, but enough to stand out. However, this naturally leads him to wear his heart on his sleeve; hiding his own feelings is generally impossible, as far as emotional moments go. If he's had a certain amount of time to deal with the emotion, he can hide it, but should the topic come up, the emotions will inevitably bubble to the surface.

He is intelligent, especially in the magical arts, and can be relied on for a creative answer to any conundrum. His wit, however, is not matched by his common sense or personal boundaries. He is naturally curious to a fault. He loves to tinker and see how things work, people included, which inevitably gets on some people's nerves. He rarely hesitates to ask questions such as 'how does that make you feel' or the more basic 'why', and despite his so-called empathy, very rarely picks up on cues that the person doesn't want to share. This can also lead him to be somewhat gullible, should the person play him right.

Overall, however, he is somewhat dependent on others, and not just in the sense of teamwork. He longs for camaraderie, revels in friendship, and withers in loneliness. Being by himself for any lengthy period of time drains him of any joy he might feel, so he eagerly sticks to cities and groups.
Likes: People | Playing Around/Theatricality | Magic | Fencing | Archery
Dislikes: Brutes | Being Alone | Being tricked | Seriousness | Vegetables
Greatest Fear: Getting lost on the Spectral Plane

Family: Father (Status Unknown), Mother (Status Unknown), Younger Sister (Status Unknown)
Acquaintances: None Yet

History: Cormac Ashhart was born into a simple family in Haloras, the capital city of Valerat, on the world of Tsuvryen. Less than two years later, his younger sister, Lillian, was born into the world. From that day forward, the two were practically at each other's throats.

From an abnormally early age, Cormac was naturally attuned to spiritual energy and the Spectral Plane, the key indicators of someone with a tendency toward Evocation. As early as age 7, he was known to feel the flow of spiritual energy. This was not unheard of; rather, it was simply rare, and foretold his natural specialty and natural deficiency would be somewhat more extreme than most. When he got his Pentacle read at 15, the results were as expected-- a great future in Evocation, but a great detriment in Neuromagicka.

After the test, he joined his magical peers in studying at the capital's academy, joining three others with their own specialties but lacking a fifth to finish their Pentacle. They progressed well, however, managing to make up for their lacking partner and continue with their education. Even though they were specialized mages, they had other talents; their Elementalist was a good brawler, for example, and Cormac was pretty good with a blade. Their training time together came to a halt during their fourth year, however, when Tsuvryen was Frozen.

In the chaos of the assault, everyone was scattered. His family, his professors, his Pentacle... they attempted to evacuate in various ships, but were separated. Since then, he's had to get used to fighting on his own, practicing a bit more in actual combat. Recently, he's started actively travelling the cosmos in the hopes of finding his companions, fighting the Frozen, and enjoying the second chance at life he'd been given.

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PostPosted: Fri Jan 06, 2012 8:11 pm


Alright, we're looking good! Go ahead and post in the profile thread when you're ready, Dani!
PostPosted: Fri Jan 06, 2012 9:43 pm


Cormac is approved. ^w^

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PostPosted: Fri Jan 06, 2012 9:53 pm


Kingdom Academy Character App
Name: Garret
Galiant: Peter Pan
Age: 16
Gender: Male
Class: Third Year

Appearance
Height: 5’11
Weight: 156 lbs
Hair: Auburn.
Eyes: Icy Blue
Skin: Fair
Build/Body Type: Wiry
Personality: Arguably, the most defining trait of Garret’s personality is his laid back attitude. Things that are problems for other students at the academy are frequently met with a sarcastic quip and an insistence that said problem just isn’t that big of a deal. When other students will study for a test, he’ll be napping, reading something completely unrelated to the subject matter, or bickering with his Galiant over whose idea of “fun” is better.

This isn’t to say that Garret is stupid, as the reality is quite the opposite. Garret is an incredibly intelligent person, but his terrible work ethic and lack of any real drive to truly apply himself to areas that don’t immediately catch his interest prevent him from excelling, much to the ire of his teachers. Not that he really cares.

This iconoclastic nature has made him a fairly popular figure as a kind of low key class clown, but at the same time, he remains very much an enigma. Garret has many acquaintances, but very few people that he considers true friends and he prefers to keep it that way, being a private person by nature. Despite this, Garret can be a surprisingly kindhearted and loyal friend to those who do manage to earn his trust, though even then, he won’t reveal everything about himself to them.

Garret is a very naturally perceptive person and it is this perceptiveness that drives his greatest fears and hidden anxieties. While unsure of the exact details, Garret has been able to piece together that the staff are hiding something about the war from the students. It is this thought that hangs over Garret daily, as he knows that he, along with everyone else at the Academy could very well be training for a war that they have no real hope of winning.

Overall, Garret is a complex individual who can be rather hard to pin down personality wise. While his laid back, blunt, and cynical nature can be a true pain to deal with, he is none the less a kindhearted person who wants to make the most out of both his and his friends lives. Lives, he fears, that could soon be cut very, very short.

Likes: Napping, flying, reading, target practice, cold weather, puzzles
Dislikes: Being lied to, abuse of power and authority, war in general, over exerting himself (He has a very broad take on the last one)
Fears: Death, The War.

Weapon: Twin Arrowguns . These guns can combine into a rifle that shoots more powerful rounds at the cost of speed.
Abilities:
  • Falcon’s Eye- Garret’s natural eye sight is almost inhumanly sharp, allowing him to pull off more accurate shots and better gage his opponents movements.
  • Glide - Garret can suspend himself in the air and fly around for a brief period of time
  • Aerobic Glide- An upgraded form of glide that allows Garret to remain suspended in air for an extended period of time and perform actions as if he were on the ground such as firing his weapons and casting.
  • Uncanny Dodge – Garret can reflexively dodge attacks far easier than most people.
  • Hi Jump

Spells:
  • Aero – A basic wind magic spell, summons up a small whirlwind that blasts enemies into the air, damaging them
  • Aerora – An advanced wind magic spell, summons up a more powerful whirlwind that also has more of a disorienting effect on its target.
  • Stop – Freezes an enemy in place for a brief period of time.
  • Shadow Stalk – Garret separates his shadow from his body and sends it after an opponent. Acting as a tracer and debuff once it makes contact with the enemy, the shadow both allows Garret to more accurately place his shots while simultaneously lowering the enemies defense by two points
  • Storm’s Eye – A small cyclone surrounds Garret for a brief period of time, deflecting weaker attacks and reducing the damage taken by more powerful ones. It will also knock enemies who are too close to him away when initially cast.

Strengths: Mid- long range combat, Physical and magical offense, Agility, Movement
Weaknesses: Close quarter combat, Physical and Magical Defense, Lack of drive
Stats
  • Attack: 15
  • Defense: 12
  • Magic Attack: 16
  • Magic Defense: 12
  • Speed/Agility: 16


Bio: Garret always says that he was the product of a weird union, his father being a doctor and his mother a weapons designer. As such, he got acquainted at a very young age with both the most awe inspiring and bloody aspects of the war. It may have been this dichotomy that caused Garret to grow up the way he did, or maybe it was just his own nature. None the less, from a young age, Garret became a hassle, constantly questioning authority figures, not fitting in with kids his own age and simply preferring to spend his time in relative isolation from other people. His parent’s honestly did try to work with him and get him to fit in, but war kept them busy, so Garret was mostly left to his own devices for most of his childhood, spending it relatively alone and simply coasting through life as an almost nonexistent presence in his community.

This meant that when he started disappearing for periods at a time at around age ten, at first, hardly anyone noticed or cared. Eventually though, the stretches of time became long enough that his parents became concerned and asked him about just where he had been running off to from sunrise to sunset. Garret stated that he had made a friend, Peter, who had been encouraging him to skip out on his “boring” life and play with him. While initially ecstatic that their son had finally made a friend, after a while Garret’s parents began to question whether “Peter”, was real or not, as the two were never seen together, the other boy’s apparent dislike of adults, and the stories how he could detach his own shadow and fly seemed almost too outlandish to believe.

Eventually, this anxiety came to a head when Garret’s parents told him that, unless they could actually meet with Peter, Garret would not be allowed to play with him anymore. The heated arguing that ensued eventually led to Garret running out of the house in a fit, only to be followed by his parents. It was then that finally, the two met “Peter”, who as turns out, was in fact a child who could never grow up that seemed to have formed a brotherly bond with the child how had grown up too fast.

While Garret and Peter’s friendship continued, it turned out that their bond went a lot deeper than either of them could have expected, as Garret started to be able to pull off some of Peter’s tricks, even being able suspend himself in flight for short periods of time. These traits were eventually noticed by some friends of the family, who recommended that Garret and Peter be sent to a special school where they could hone their abilities.

The adjustment from relatively free roaming lifestyle to Academy life became an interesting transition for the both of them, but Peter in particular found it down right agonizing at times. Throughout his first two years, Garret developed an aversion to homework and studying, a love of flight, and in general has become a more outgoing, if sarcastic individual, who has managed to garner some fame on campus. Coming into his third year, Garret is mostly just hoping that the increased course load doesn’t cut into his sleep schedule, but a small part of him hopes that he’ll be find answers to questions that have been plaguing him about the war since he arrived.
PostPosted: Fri Jan 06, 2012 10:02 pm


You're good to go!

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